﻿Shader "Aimin/HueInverse"
{
    Properties
    {
        _MainTex ("Texture", 2D) = "white" { }
    }
    SubShader
    {
        Tags { "RenderType" = "Opaque" }

        Pass
        {
            CGPROGRAM

            #pragma vertex vert
            #pragma fragment frag
            // make fog work

            #include "UnityCG.cginc"

            struct appdata
            {
                float4 vertex: POSITION;
                float2 uv: TEXCOORD0;
            };

            struct v2f
            {
                float2 uv: TEXCOORD0;
                float4 vertex: SV_POSITION;
            };

            sampler2D _MainTex;
            float4 _MainTex_ST;


            float4 InverseColor(float4 color)
            {
                return float4(1 - color.r, 1 - color.g, 1 - color.b, color.a);
            }


            v2f vert(appdata v)
            {
                v2f o;
                o.vertex = UnityObjectToClipPos(v.vertex);
                o.uv = v.uv;
                return o;
            }

            float4 frag(v2f i): SV_Target
            {
                // sample the texture
                float4 col = tex2D(_MainTex, i.uv);

                col = InverseColor(col);
                return col;
            }
            ENDCG

        }
    }
}
